hedgewars/uAI.pas
author nemo
Sun, 11 Mar 2012 20:12:31 -0400
changeset 6770 7d2c6cdb816a
parent 6748 9d8763deee42
child 6982 8d41d22a291d
permissions -rw-r--r--
Start on adding drowning bonus to bat/firepunch/whip. AI still is not smart enough to change direction when firepunching to face the water, or change the angle of the bat. Also try to weight cost of switches based on how many switches were available.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uAI;
interface
uses uFloat;

procedure initModule;
procedure freeModule;

procedure ProcessBot;
procedure FreeActionsList;

implementation
uses uConsts, SDLh, uAIMisc, uAIAmmoTests, uAIActions,
    uAmmos, SysUtils{$IFNDEF USE_SDLTHREADS} {$IFDEF UNIX}, cthreads{$ENDIF} {$ENDIF}, uTypes,
    uVariables, uCommands, uUtils, uDebug;

var BestActions: TActions;
    CanUseAmmo: array [TAmmoType] of boolean;
    StopThinking: boolean;
{$IFDEF USE_SDLTHREADS} 
    ThinkThread: PSDL_Thread = nil;
{$ELSE}
    ThinkThread: TThreadID;
{$ENDIF}
    hasThread: LongInt;

procedure FreeActionsList;
begin
AddFileLog('FreeActionsList called');
if hasThread <> 0 then
    begin
    AddFileLog('Waiting AI thread to finish');
    StopThinking:= true;
    repeat
        SDL_Delay(10)
    until hasThread = 0
    end;

with CurrentHedgehog^ do
    if Gear <> nil then
        if BotLevel <> 0 then
            StopMessages(Gear^.Message);

BestActions.Count:= 0;
BestActions.Pos:= 0
end;



const cBranchStackSize = 12;
type TStackEntry = record
                   WastedTicks: Longword;
                   MadeActions: TActions;
                   Hedgehog: TGear;
                   end;

var Stack: record
           Count: Longword;
           States: array[0..Pred(cBranchStackSize)] of TStackEntry;
           end;

function Push(Ticks: Longword; const Actions: TActions; const Me: TGear; Dir: integer): boolean;
var bRes: boolean;
begin
    bRes:= (Stack.Count < cBranchStackSize) and (Actions.Count < MAXACTIONS - 5);
    if bRes then
        with Stack.States[Stack.Count] do
            begin
            WastedTicks:= Ticks;
            MadeActions:= Actions;
            Hedgehog:= Me;
            Hedgehog.Message:= Dir;
            inc(Stack.Count)
            end;
    Push:= bRes
end;

procedure Pop(var Ticks: Longword; var Actions: TActions; var Me: TGear);
begin
    dec(Stack.Count);
    with Stack.States[Stack.Count] do
        begin
        Ticks:= WastedTicks;
        Actions:= MadeActions;
        Me:= Hedgehog
        end
end;



procedure TestAmmos(var Actions: TActions; Me: PGear; isMoved: boolean);
var BotLevel: Byte;
    ap: TAttackParams;
    Score, i: LongInt;
    a, aa: TAmmoType;
begin
BotLevel:= Me^.Hedgehog^.BotLevel;

for i:= 0 to Pred(Targets.Count) do
    if (Targets.ar[i].Score >= 0) and (not StopThinking) then
        begin
        with Me^.Hedgehog^ do
            a:= CurAmmoType;
        aa:= a;
{$IFDEF USE_SDLTHREADS}
        SDL_delay(0);    //ThreadSwitch was only a hint
{$ELSE}
        ThreadSwitch();
{$ENDIF}       
        repeat
        if (CanUseAmmo[a]) and
            ((not isMoved) or ((AmmoTests[a].flags and amtest_OnTurn) = 0)) then
            begin
{$HINTS OFF}
            Score:= AmmoTests[a].proc(Me, Targets.ar[i].Point, BotLevel, ap);
{$HINTS ON}
            if Actions.Score + Score > BestActions.Score then
                if (BestActions.Score < 0) or (Actions.Score + Score > BestActions.Score + Byte(BotLevel) * 2048) then
                    begin
                    BestActions:= Actions;
                    inc(BestActions.Score, Score);
                    BestActions.isWalkingToABetterPlace:= false;

                if (ap.Angle > 0) then
                    AddAction(BestActions, aia_LookRight, 0, 200, 0, 0)
            else if (ap.Angle < 0) then
                AddAction(BestActions, aia_LookLeft, 0, 200, 0, 0);

                AddAction(BestActions, aia_Weapon, Longword(a), 300 + random(400), 0, 0);
                
                if (ap.Time <> 0) then
                    AddAction(BestActions, aia_Timer, ap.Time div 1000, 400, 0, 0);
                if (Ammoz[a].Ammo.Propz and ammoprop_NoCrosshair) = 0 then
                    begin
                    ap.Angle:= LongInt(Me^.Angle) - Abs(ap.Angle);
                    if ap.Angle > 0 then
                        begin
                        AddAction(BestActions, aia_Up, aim_push, 300 + random(250), 0, 0);
                        AddAction(BestActions, aia_Up, aim_release, ap.Angle, 0, 0)
                        end
                    else if ap.Angle < 0 then
                        begin
                        AddAction(BestActions, aia_Down, aim_push, 300 + random(250), 0, 0);
                        AddAction(BestActions, aia_Down, aim_release, -ap.Angle, 0, 0)
                        end
                    end;
                if (Ammoz[a].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
                    begin
                    AddAction(BestActions, aia_Put, 0, 1, ap.AttackPutX, ap.AttackPutY)
                    end;
                if (Ammoz[a].Ammo.Propz and ammoprop_AttackingPut) = 0 then
                    begin
                    AddAction(BestActions, aia_attack, aim_push, 650 + random(300), 0, 0);
                    AddAction(BestActions, aia_attack, aim_release, ap.Power, 0, 0);
                    end;
                if ap.ExplR > 0 then
                    AddAction(BestActions, aia_AwareExpl, ap.ExplR, 10, ap.ExplX, ap.ExplY);
                end
            end;
        if a = High(TAmmoType) then
            a:= Low(TAmmoType)
        else inc(a)
        until (a = aa) or (CurrentHedgehog^.MultiShootAttacks > 0) or // shooting same weapon
        StopThinking
        end
end;

procedure Walk(Me: PGear; var Actions: TActions);
const FallPixForBranching = cHHRadius * 2 + 8;
var
    ticks, maxticks, steps, tmp: Longword;
    BaseRate, BestRate, Rate: integer;
    GoInfo: TGoInfo;
    CanGo: boolean;
    AltMe: TGear;
    BotLevel: Byte;
    a: TAmmoType;
begin
ticks:= 0; // avoid compiler hint
Stack.Count:= 0;

for a:= Low(TAmmoType) to High(TAmmoType) do
    CanUseAmmo[a]:= Assigned(AmmoTests[a].proc) and (HHHasAmmo(Me^.Hedgehog^, a) > 0);

BotLevel:= Me^.Hedgehog^.BotLevel;

tmp:= random(2) + 1;
Push(0, Actions, Me^, tmp);
Push(0, Actions, Me^, tmp xor 3);

if (Me^.State and gstAttacked) = 0 then
    maxticks:= Max(0, TurnTimeLeft - 5000 - LongWord(4000 * BotLevel))
else
    maxticks:= TurnTimeLeft;

if (Me^.State and gstAttacked) = 0 then
    TestAmmos(Actions, Me, false);
    
BestRate:= RatePlace(Me);
BaseRate:= Max(BestRate, 0);

if (Ammoz[Me^.Hedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
    AddAction(Actions, aia_Weapon, Longword(amNothing), 100 + random(200), 0, 0);

while (Stack.Count > 0) and (not StopThinking) and (GameFlags and gfArtillery = 0) do
    begin
    Pop(ticks, Actions, Me^);

    AddAction(Actions, Me^.Message, aim_push, 250, 0, 0);
    if (Me^.Message and gmLeft) <> 0 then
        AddAction(Actions, aia_WaitXL, hwRound(Me^.X), 0, 0, 0)
    else
        AddAction(Actions, aia_WaitXR, hwRound(Me^.X), 0, 0, 0);
    
    steps:= 0;

    while (not StopThinking) do
        begin
{$HINTS OFF}
        CanGo:= HHGo(Me, @AltMe, GoInfo);
{$HINTS ON}
        inc(ticks, GoInfo.Ticks);
        if ticks > maxticks then
            break;

        if (BotLevel < 5) and (GoInfo.JumpType = jmpHJump) then // hjump support
            if Push(ticks, Actions, AltMe, Me^.Message) then
                with Stack.States[Pred(Stack.Count)] do
                    begin
                    if Me^.dX.isNegative then
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0)
                    else
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0);
                        
                    AddAction(MadeActions, aia_HJump, 0, 305 + random(50), 0, 0);
                    AddAction(MadeActions, aia_HJump, 0, 350, 0, 0);
                    
                    if Me^.dX.isNegative then
                        AddAction(MadeActions, aia_LookLeft, 0, 200, 0, 0)
                    else
                        AddAction(MadeActions, aia_LookRight, 0, 200, 0, 0);
                    end;
        if (BotLevel < 3) and (GoInfo.JumpType = jmpLJump) then // ljump support
            if Push(ticks, Actions, AltMe, Me^.Message) then
                with Stack.States[Pred(Stack.Count)] do
                    AddAction(MadeActions, aia_LJump, 0, 305 + random(50), 0, 0);

        if not CanGo then
            break;
        inc(steps);
         Actions.actions[Pred(Actions.Count)].Param:= hwRound(Me^.X);
         Rate:= RatePlace(Me);
         if Rate > BestRate then
            begin
            BestActions:= Actions;
            BestActions.isWalkingToABetterPlace:= true;
            BestRate:= Rate;
            Me^.State:= Me^.State or gstAttacked // we have better place, go there and do not use ammo
            end
        else if Rate < BestRate then
            break;
        if ((Me^.State and gstAttacked) = 0) and ((steps mod 4) = 0) then
            TestAmmos(Actions, Me, true);
        if GoInfo.FallPix >= FallPixForBranching then
            Push(ticks, Actions, Me^, Me^.Message xor 3); // aia_Left xor 3 = aia_Right
        end;

    if BestRate > BaseRate then
        exit
        end
end;

function Think(Me: Pointer): ptrint;
var BackMe, WalkMe: TGear;
    StartTicks, currHedgehogIndex, itHedgehog, switchesNum, i, switchCount: Longword;
    switchImmediatelyAvailable: boolean;
    Actions: TActions;
begin
InterlockedIncrement(hasThread);
StartTicks:= GameTicks;
currHedgehogIndex:= CurrentTeam^.CurrHedgehog;
itHedgehog:= currHedgehogIndex;
switchesNum:= 0;

switchImmediatelyAvailable:= (CurAmmoGear <> nil) and (CurAmmoGear^.Kind = gtSwitcher);
switchCount:= HHHasAmmo(PGear(Me)^.Hedgehog^, amSwitch);

if (PGear(Me)^.State and gstAttacked) = 0 then
    if Targets.Count > 0 then
        begin
        // iterate over current team hedgehogs
        repeat
            WalkMe:= CurrentTeam^.Hedgehogs[itHedgehog].Gear^;

            Actions.Count:= 0;
            Actions.Pos:= 0;
            Actions.Score:= 0;
            if switchesNum > 0 then
                begin
                if not switchImmediatelyAvailable  then
                    begin
                    // when AI has to use switcher, make it cost smth unless they have a lot of switches
                    if (SwitchCount < 10) then Actions.Score:= (-27+SwitchCount*3)*4000;
                    AddAction(Actions, aia_Weapon, Longword(amSwitch), 300 + random(200), 0, 0);                    
                    AddAction(Actions, aia_attack, aim_push, 300 + random(300), 0, 0);
                    AddAction(Actions, aia_attack, aim_release, 1, 0, 0);
                    end;
                for i:= 1 to switchesNum do
                    AddAction(Actions, aia_Switch, 0, 300 + random(200), 0, 0);
                end;
            Walk(@WalkMe, Actions);

            // find another hog in team
            repeat
                itHedgehog:= Succ(itHedgehog) mod CurrentTeam^.HedgehogsNumber;
            until (itHedgehog = currHedgehogIndex) or (CurrentTeam^.Hedgehogs[itHedgehog].Gear <> nil);


            inc(switchesNum);
        until (not (switchImmediatelyAvailable or (switchCount > 0)))
            or StopThinking 
            or (itHedgehog = currHedgehogIndex)
            or BestActions.isWalkingToABetterPlace;

        if (StartTicks > GameTicks - 1500) and (not StopThinking) then
            SDL_Delay(1000);

        if (BestActions.Score < -1023) and (not BestActions.isWalkingToABetterPlace) then
            begin
            BestActions.Count:= 0;
            AddAction(BestActions, aia_Skip, 0, 250, 0, 0);
            end;

        end else
else
    begin
    BackMe:= PGear(Me)^;
    while (not StopThinking) and (BestActions.Count = 0) do
        begin
        FillBonuses(true);
        WalkMe:= BackMe;
        Actions.Count:= 0;
        Actions.Pos:= 0;
        Actions.Score:= 0;
        Walk(@WalkMe, Actions);
        if not StopThinking then
            SDL_Delay(100)
        end
    end;

PGear(Me)^.State:= PGear(Me)^.State and not gstHHThinking;
Think:= 0;
InterlockedDecrement(hasThread)
end;

procedure StartThink(Me: PGear);
begin
if ((Me^.State and (gstAttacking or gstHHJumping or gstMoving)) <> 0)
or isInMultiShoot then
    exit;

//DeleteCI(Me); // this might break demo
Me^.State:= Me^.State or gstHHThinking;
Me^.Message:= 0;

BestActions.Count:= 0;
BestActions.Pos:= 0;
BestActions.Score:= Low(LongInt);
BestActions.isWalkingToABetterPlace:= false;

StopThinking:= false;
ThinkingHH:= Me;

FillTargets;
if Targets.Count = 0 then
    begin
    OutError('AI: no targets!?', false);
    exit
    end;

FillBonuses((Me^.State and gstAttacked) <> 0);
AddFileLog('Enter Think Thread');
{$IFDEF USE_SDLTHREADS}
ThinkThread := SDL_CreateThread(@Think{$IFDEF SDL13}, nil{$ENDIF}, Me);
{$ELSE}
BeginThread(@Think, Me, ThinkThread);
{$ENDIF}
AddFileLog('Thread started');
end;

procedure ProcessBot;
const StartTicks: Longword = 0;
      cStopThinkTime = 40;
begin
with CurrentHedgehog^ do
    if (Gear <> nil)
    and ((Gear^.State and gstHHDriven) <> 0)
    and (TurnTimeLeft < cHedgehogTurnTime - 50) then
        if ((Gear^.State and gstHHThinking) = 0) then
            if (BestActions.Pos >= BestActions.Count)
            and (TurnTimeLeft > cStopThinkTime) then
                begin
                if Gear^.Message <> 0 then
                    begin
                    StopMessages(Gear^.Message);
                    TryDo((Gear^.Message and gmAllStoppable) = 0, 'Engine bug: AI may break demos playing', true);
                    end;
                if Gear^.Message <> 0 then
                    exit;
                StartThink(Gear);
                StartTicks:= GameTicks
                
                end else
                    ProcessAction(BestActions, Gear)
        else if ((GameTicks - StartTicks) > cMaxAIThinkTime)
        or (TurnTimeLeft <= cStopThinkTime) then
            StopThinking:= true
end;

procedure initModule;
begin
    hasThread:= 0;
    ThinkThread:= ThinkThread;
end;

procedure freeModule;
begin

end;

end.